Narrative & Cinematic Designer

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Resume

Neil David Carter

CINEMATIC DIRECTOR

With over 10 years experience designing playable story driven spaces, scripting video game narrative sequences, and directing both in-game and pre-rendered cutscenes, I’m looking to continue to champion video game storytelling with the best teams in the industry.

Collaborate in an interdisciplinary team and with multiple EA studios worldwide on the cinematic process and to streamline, troubleshoot and help integrate new methods and tools into the cinematic pipeline.

Script polished cinematics under a tight deadline exclusively for use in industry trade events and marketing.

Directed and designed the first chapter of the Deadpool game; a player controlled, noncombat, story driven space in which the player is free to explore. It contains multiple scripted environmental storytelling interacts and custom in-game cinematics that serves as an introduction to the Deadpool character.

Scripted complex player interactions on cinematics, NPC’s and the environment across several levels.

Responsible for the narrative scripting, cinematic creation and assembling the storytelling of five out of thirteen chapters for Transformers Fall of Cybertron with the following characters – Grimlock & the Dinobots, Optimus, Metroplex, Megatron, Starscream and Soundwave.

Spearheaded player agency sequences by scripting complex player interactions during cinematics, on NPC characters and within the environment for player controlled narrative play spaces.

Conceptualized and collaborated with my artist and designer on building player controlled narrative play spaces.

Worked directly with the Lead Designer in creating the first polished vertical slice of the Transformers War for Cybertron game and set the quality standard at which the game needed to achieve in its entirety.

Responsible for the narrative and cinematics for the entire first two chapters of the Autobot campaign on Transformers War for Cybertron and was requested to assist on several other levels as well.

Set the internal standard for game wide ambient vignettes and in-game scripted events.

Previsualized combat mechanics and co-designed player camera framing.

Created real-time, interactive and pre-rendered cutscenes for marketing trailers.

Stage, capture and edit footage for use in promotional material.

In charge of implementing DOF for all cutscene cameras in the game.

Co-wrote Achievement/Trophies.

QUALITY ASSURANCE EXPERIENCE

HIGH MOON STUDIOS, ACTIVISION
2006 – 2008
PRODUCT ANALYST

Ensured all facets of Unreal Engine 3 were working and stable, tested newly integrated UE3 builds from Epic, worked with publisher QA, offered assistance, addressed issues, and provided feedback as needed to the development team.

ROCKSTAR GAMES
2005 – 2006
PRODUCT ANALYST

Worked closely with developer’s on implementing feedback with the design team for gameplay balancing, AI tuning, UI functionality, and art/animation issues. Initiated continuous workflow and communication with the audio department to ensure all facets of audio played and functioned appropriately.